Darkest Dungeon – The Color of Madness – Patch Notes

redhookjohn Uncategorized 30 Comments

With the kick off of today’s Color of Charity Streamer Invitational, we wanted to share the patch notes that will take effect tomorrow once the DLC goes live!

Steam, GOG, Humble release on June 19th. Other platforms to follow when Color of Madness Releases for them.

Designer Notes:

Darkest Dungeon started out as an Early Access game with frequent updates, but has since gone on to have a number of free updates throughout its life as a “Finished Game.” We are pleased to announce that we are deploying a large balance update to the core game on Tuesday June 19th, to coincide with release of the new Color of Madness DLC.

Over the last couple months, we’ve taken a comprehensive look through all classes in the game since it had been some time since we previously did so. Related to that, we also wanted to assess combat as a whole and see if there were any general balance adjustments we could make to improve the game.

In making these changes, we consulted extensively with members of the Darkest Dungeon player community, and ultimately went through over three complete rounds of changes, complete with playtesting and fierce debates. Special thanks to Marvin Seo and Clair de Lune for their assistance with this update, in particular with class and trinket adjustments. They were the source of many ideas, and also provided endless enthusiasm for stress testing (har har) the changes themselves.

Clair was also instrumental in compiling the final changelist, by referencing things against the live game. Thanks for saving me some work!

It’s the nature of the beast that not all changes will be loved by all players. We know that, on occasion, something you love might be altered in a way you don’t like

The working philosophy for this giant balance update was that we wanted to shore up *weak* classes/skills/trinkets more than we wanted to nerf strong ones. Yes, there are some nerfs, but I think you’ll find that those changes are much less frequent than buffs. Where possible, we tried to correct dominant strategies by providing alternatives that are similarly exciting.

We are pleased to roll these changes out and hope that each of you find the majority of them to be exciting and welcome!

–Red Hook Tyler (on behalf of the Darkest Dungeon team)

THE MUSKETEER!

First, a bonus! As many of you know, we created a Musketeer class (a mirror skin of Arbalest), and this class was a Kickstarter exclusive for two years. We’ve decided to now release the Musketeer for free to all owners of the game. It’s a “FreeLC”, meaning you just have to download the DLC and add it to the game.

On Steam, you can get it here starting June 19th:

https://store.steampowered.com/app/445700/Darkest_Dungeon_The_Musketeer/

Thank you for your support of Darkest Dungeon!

Ok, now on to the changes:

Top Level Overview:

Below are the line-by-line changes to each class and trinket, but I wanted to cover the broad strokes first:

Classes:

Every class’ combat and camping skills have been examined and refined, looking for weak or questionable skills or correcting some balance issues. It’s important to us that each class has a role or roles that make them useful. Our goal is never to make each class equally useful in each situation. As long as there is a moment in the game where you think “I really want a <classname> for this”, that’s a win in our eyes.

“Critsmas”
Critical hits are an exciting part of the game. However, many crit values and buffs were, mathematically speaking (“Expected Value”), not as useful as many straight dmg buffs.

So, we went through and increased a lot of hero crits, crit buffs, and crit trinkets to narrow this gap. A crit strategy is always going to be spikier in terms of variance than a straight dmg strategy, but the point is we want them both to be quite useful. It’s kind of like the Occultist vs Vestal philosophy of healing!Monsters had crits increase too, but on the whole, heroes benefited much more from this change, ESPECIALLY when you consider….

NEW MECHANIC: Crit Buffs!

This is an all new addition. Now, when your hero lands a critical hit, it will proc a temporary self-buff that is thematically tied to the class! For example, Plague Doctor will get a boost to Blight Chance %, whereas the Vestal will get a boost to heal skills.

Merry Critsmas!

Buff Durations Increased and Buff “Ticking” Moved to End of Round

Buffs ticking at round/turn start means offensive buffs effectively only have 2 rounds of usage whereas defensive buffs have 3. The difference is less important than the fact that many offensive buffs are not worth using compared to just doing a damaging attack. Adding 1 duration to offensive buffs changes the math enough to make them more compelling. Similarly, debuffing enemy ACC or DMG effectively only benefits you for 2 attacks. SPD buffs are unaffected by this, and defensive buffs are affected based on turn order but far less affected than offensive ones.

Changes:

  • Buff timers now tick at the end of combatant turns instead of the beginning. Added +1 duration to PERFORMER buffs to account for an immediate decrement after the buff is cast. For a given duration, this means offensive buffs and debuffs now effectively last 1 more turn.

Virtues Can Expire

When a hero becomes Virtued, their stress drops significantly. If their stress manages to climb to a full 200 (filling the meter twice), the Virtue will go away and the hero will find themselves unvirtued, with 0 stress again.

Previously, Virtues couldn’t expire in this way. We wanted to add a small amount of pressure to still manage the stress on that hero even when Virtued. Practically, this should only really affect “Endless Mode” in Color of Madness DLC, but it is possible now that you might lose a Virtue during the course of a quest if you aren’t paying attention to that hero’s stress.

We still intend for Virtues to be a big, exciting moment that can mean the difference between success and failure of a quest.

We also tuned Stalwart and Courageous a bit:

  • Stalwart is now focused on survivability. Hero gets a buff to PROT and Deathblow resist.
  • Courageous now carries a stress resist buff and a small SPD buff.

“Always Hit” Threshold changed from 90 to 95

This one is deep under the hood, but the current “Always Hit” cutoff of 90% was intended to reduce some of the whiffing early on, but this was before the great ACC Inflation Patch of 2016 or 2017.

Changing this cutoff to 95 means that you are not “guaranteed” a hit unless your resulting Accuracy (ACC – DEF) is 95 instead of 90. This helps ensure that ACC buffs and trinkets are more useful.

Stuns

Stuns can at times break the game and are the source of much of the stalling and abuse meta. Stun Chance and SPD become the best stats in the game to stack for combat as a pure denial tactic.

The Stun recovery buff that is granted to combatants after being stunned once was increased, to further help prevent successive stuns.

Stun %s were reviewed and adjusted on some skills.

Stall Detection Improvements:

Additional logic has been added to try to better detect when players are “stalling” (intentionally keeping weak monsters alive to heal up while they struggle). Darkest Dungeon is a world of constant peril and mortality–toying with monsters is against our philosophy of what an adventurer would do when the threat of death is ever constant. 🙂

Scouting

As a whole, we had to nerf scouting buffs and chances a fair bit, as it was overtuned and allowing players to reliably avoid many encounters. We want scouting to be a great benefit, but not quite as powerful as before.

Monster AI Improvements

Various improvements and bug fixes to monster brains.

Monster Powerscaling:

Smoothed out some powerscaling factors for Veteran and Champion level monsters for more
consistency across stat blocks.

  • Veteran monsters will now have slightly less HP and DOD, but slightly increased DMG and CRIT.
  • Champion monsters will now be slightly weaker across the board.

Full Changelog

Changes to the executable and rules

  • Buffs now tick at the end of turns, not the start – this means a self-buff with a duration of 2 rounds lasts until the end of your next turn, while a 1 round buff will last through the end of your turn. This means, if one hero buffs another’s DMG for 3 rounds, they get the full 3 rounds out of it, rather than having it tick down by 1 at the start of their turn.
  • Crits now only heal 3 stress, not 4; this extends to stress heals on allies.
  • All heroes and monsters previously had a hidden +10 ACC. That value is now +5; you’ll now need a displayed 95% hit chance to have a guaranteed hit.
  • Heroes now trigger an effect on crit – most of these are 2 round self buffs, meaning they effectively last until the end of the hero’s next turn.
  • Virtues are no longer permanent – you can now go over 100 Stress when Virtuous, and reaching 200 Stress with a Virtue removes the virtue and resets Stress to zero.
  • Recovering from stuns now buffs the target’s Stun Resist by 50%.
  • Stalling is now tracked when 2 or fewer enemies remain (up from 1). Size 2 enemies still don’t trigger stalling.
  • Stalling is now also defined by whether the player uses too many stalling skills per round (defined under each hero’s section below). The current value is 2, meaning that using 2 stall moves counts as stalling when there are 2 or fewer enemies remaining.
  • Some enemies now accelerate stalling, bringing reinforcements rapidly (1 round) if only accelerated stall enemies are left alive.
  • AOE moves no longer inherently bypass Stealth; at least one target needs to be visible to be able to use AOE moves.
  • Surprise chance is now enumerated in the rules.json; it is impossible to be surprised by a scouted fight and you gain +25% monster surprise chance on such fights. These modifiers are ignored by auto-surprise fights such as Fanatic.
  • Heroes may now only have 2 blocks at at time.
  • Healing buffs now cap at doubling healing (sum total of Healing Done + Received buffs cannot exceed 100%).
  • Stress damage taken now has a minimum of 20%.
  • Positive Quirks can now be removed; double click in the Sanitarium.
  • Effect chances now roll separately – this means, for example, Uppercut’s Move and Stun components succeed or fail entirely independently of each other. Before a single number was rolled for all effects.
  • Control effects (Siren) no longer roll against Debuff Resist; rather, the chance for the effect to work is set in the actual effect file. The only example in the base game is the Siren, whose control effect has a 70% chance now.
  • Stealth is now a shader – this means everything can now have the stealth effect!

Heroes

Abomination

  • Can now party with religious heroes
  • Crit effect: +20% DMG (2 rds)
  • CRT from 2.5/3/3.5/4/4.5% to 2/3/4/5/6%
  • Transform
    • Now usable in all ranks (was 123)
    • Transform to Human stress heal from 1/1/2/2/3 to 2 (all levels)
    • Self-heal moved from transforming to human; now heals on transforming to beast
  • Manacles
    • CRT from 0/0/1/2/2 to 1/2/3/4/5
    • Stun Chance reduced by 10% (90% base, scaling up to 130%)
  • Beast’s Bile
    • DMG mod from -100% to -90%
    • CRT from 1/2/2/2/3% to 2/3/4/5/6%
  • Absolution
    • Heal from 4/5/6/8/10 to 3/3/4/4/5
  • Rake
    • CRT from 2/3/4/4/4% to 2/3/4/5/6%
  • Rage
    • CRT from 5/6/6/6/7% to 7.5/8.5/9.5/10.5/11.5%
  • Slam
    • CRT from 2/3/4/4/4% to 1/2/3/4/5%
  • Stalling: Transform and Absolution count as stalling moves
  • Psych Up cost from 4 to 3; now stresses other party members by 10 (20 if religious) rather than stressing self

Antiquarian

  • Now brings a Skeleton Key on quests
  • Gives a 15% bonus to Comet Shards gained
  • Crit effect: +10 DODGE (2 rds)
  • CRT from 2.5/3/3.5/4/4.5% to 1/2/3/4/5%
  • Nervous Stab
    • ACC base from 90 to 85
    • CRT from 0/0/1/2/2% to 3/4/5/6/7%
  • Festering Vapors
    • CRT from 0/0/1/2/2% to 0/1/2/3/4%
  • Get Down!
    • Now moves Antiquarian back 2
    • Now buffs Blight Chance by 10/11/12/13/15% for 4 rounds
    • DODGE buff from 10/12/15/17/20 to 15/18/20/22/25
    • SPD buff from 3/4/5/6/7 to 1/2/3/4/5
  • Flashpowder
    • Can no longer crit
    • ACC debuff from -5/10/12/15/18 to -10/11/12/14/15
  • Fortifying Vapors
    • Now also buffs Bleed/Blight Resist by 10/11/12/14/15% for 3 rounds
  • Protect Me!
    • DODGE buff from 5 to 4/5/6/7/8
    • PROT buff from 20/22/25/27/30% to 10/13/15/18/20%
    • Now marks the target for 3 rounds
  • Stalling: Flashpowder, Invigorating Vapors, Protect Me!, Get Down!, and Fortifying Vapors count as stalling moves
  • Strange Powders fixed to give Disease Resist properly

Arbalest

  • Crit effect: +33% DMG vs Marked (2 rds)
  • DMG from 4-9/5-11/6-13/6-14/7-16 to 4-8/5-10/6-11/6-13/7-14
  • CRT from 7.5/8/8.5/9/9.5% to 7/8/9/10/11%
  • Sniper Shot
    • CRT from 5/6/6/6/7% to 5/6/7/8/9%
  • Suppressing Fire
    • Base ACC from 85 to 95
    • CRT from -5/5/4/4/3 to -10/9/8/7/6
    • ACC debuff from -5/6/7/8/10 to -15/16/17/18/20
    • CRT debuff from -5/6/7/8/10% to -10/11/12/13/14%
    • Now hits ranks 3 and 4 (formerly 2, 3, and 4)
  • Sniper’s Mark
    • Debuff duration from 3 to 2
  • Bola
    • CRT from 5/6/6/6/7% to 2/3/4/5/6%
  • Blindfire
    • Base ACC from 80 to 75
    • SPD buff from 4/5/6/7/8 to 3/3/4/4/5
    • CRT from 0/0/1/2/2% to 0/1/2/3/4%
    • CRT debuff from -10/11/12/13/14% to -15/16/17/18/19%
  • Battlefield Bandage
    • Can now target all ranks (was @123)
  • Rallying Flare now destealths all enemies
    • DMG mod from -95% to -100%
    • Can no longer crit
    • No longer buffs allies; instead, it now heals 1/2/2/3/3 stress on other party members with a 60/67% chance (67% at 3 and 5)
  • Stalling: Sniper’s Mark, Battlefield Bandage, and Rallying Flare count as stalling moves
  • Field Dressing cost from 3 to 2
  • Restring Crossbow CRT from 5% to 8%
  • Triage Heal from 35% to 20%

Bounty Hunter

  • Crit effect: +33% DMG vs Marked (2 rds)
  • CRT from 5/5.5/6/6.5/7% to 4/5/6/7/8%
  • Collect Bounty
    • CRT from 5/6/6/6/7% to 7.5/8.5/9.5/10.5/11.5%
  • Mark for Death
    • Now buffs Bounty Hunter’s SPD by 4/4/5/5/6 for 2 rounds
  • Come Hither
    • Now marks target for 2 rounds
  • Uppercut
    • Base ACC from 85 to 90
    • CRT from 0/0/1/2/2% to 0/1/2/3/4%
    • Now a normal stun (100% base, scaling to 140%)
  • Flashbang
    • Can no longer target rank 1 (now 234)
    • Stun chance reduced by 15% (110% base, scaling up to 150%)
  • Finish Him
    • CRT from 2/2/3/4/4% to 5/6/7/8/9%
  • Caltrops
    • DMG mod from -90% to -95%
    • CRT from 10/11/11/12/12% to 5/6/7/8/9%
    • Debuffs changed; now debuffs SPD by -4/5/6/7/8 and increases target’s DMG Taken by 10/12/15/18/20% for 3 rds
  • Guild Header changed
  • Stalling: Mark for Death and Flashbang count as stalling moves
  • This Is How We Do It cost from 3 to 2; CRT buff from 5% to 8%
  • Scout Ahead Scouting Chance from 35% to 25%

Crusader

  • Crit effect: +15% PROT (2 rds)
  • CRT from 5/5.5/6/6.5/7% to 4/5/6/7/8%
  • Smite
    • CRT from 0/0/1/2/2% to 0/1/2/3/4%
  • Zealous Accusation
    • CRT from 0/0/1/2/2% to 0/1/2/3/4%
  • Stunning Blow
    • DMG mod from -75% to -50%
    • CRT from 0/0/1/2/2% to 0/1/2/3/4%
  • Bulwark of Faith PROT buff from 25/28/32/36/40% to 20/22/25/28/30%
  • Battle Heal
    • Can now be used from anywhere and target anywhere (formerly only usable in 12 and only able to target @123)
    • Healing from 2-2/2-3/3-4/4-4/5-6 to 2-3/3-3/3-4/4-5/5-6
  • Holy Lance
    • CRT from 5/6/6/6/7% to 7.5/8.5/9.5/10.5/11.5%
  • Inspiring Cry
    • Stress Heal from 6/7/8/9/10 to 5/5/6/7/8
  • Stalling: Bulwark of Faith, Battle Heal, and Inspiring Cry are counted as stalling moves
  • Unshakable Leader cost from 3 to 2
  • Stand Tall cost from 4 to 3

Grave Robber

  • Crit effect: +10 DODGE (2 rds)
  • DMG from 4-9/5-11/6-13/6-14/7-16 to 4-8/5-10/6-11/6-13/7-14
  • CRT from 5/5.5/6/6.5/7% to 6/7/8/9/10%
  • Combat sprite updated (stealth)
  • Pick to the Face
    • DMG Mod from 0% to -15%
    • Base ACC from 95 to 90
    • CRT from 5/6/6/6/7% to 1/2/3/4/5%
    • Now ignores PROT
  • Lunge
    • CRT from 10/11/11/12/12% to 10/11/12/13/14%
    • Now does bonus DMG vs Blighted; +20/23/26/29/33%
  • Flashing Daggers
    • CRT from 5/6/6/6/7% to -5/4/3/2/1%
  • Shadow Fade
    • Now guaranteed on new Grave Robbers
    • Now moves Grave Robber back 2
    • Usable 3 times per battle
    • No longer targets an enemy or stuns
    • Now stealths Grave Robber
    • Now gives +10/11/12/13/15 DODGE for 5 rounds
    • Now gives +80/85/90/95/100% DMG and +10/12/14/16/18% CRT for 2 rounds
  • Thrown Dagger
    • DMG mod from 0% to -10%
    • CRT from 10/11/11/12/12% to 10/11/12/13/14%
    • Now does bonus DMG vs Blighted; +20/23/26/29/33%
    • Mark DMG bonus from 25% to 25/28/32/36/40%
    • No longer buffs ACC on miss
  • Poison Darts
    • No longer guaranteed on new Grave Robbers
    • DMG mod from -90% to -60%
    • Now usable in rank 2 (234, was 34)
    • CRT from 5/6/6/6/7% to 7.5/8.5/9.5/10.5/11.5%
    • Blight from 3/4/4/4/5 to 2/3/3/3/4
  • Toxin Trickery
    • Usable once per battle
    • Now cures and gives +9/10/11/12/13 DODGE and 2/2/3/3/4 SPD for 1 battle (was 10/13/15/17/20 DODGE and 5/6/7/8/9 SPD for 3 rds)
  • Guild Header changed
  • Stalling: Shadow Fade and Toxin Trickery are considered stalling moves
  • Snuff Box cost from 2 to 3
  • Night Moves Scouting Chance from 30% to 20%

Hellion

  • Crit effect: +33% DMG vs Bleeding (2 rds)
  • CRT from 2.5/3/3.5/4/4.5% to 4/5/6/7/8%
  • Wicked Hack
    • CRT from 5/6/6/6/7% to 5/6/7/8/9%
  • Iron Swan
    • CRT from 5/6/6/6/7% to 5/6/7/8/9%
  • Barbaric YAWP!
    • Usable 3 times per battle
    • Stun chance reduced by 15% (base 110%, scaling to 150%)
  • If It Bleeds
    • CRT from 0/0/1/2/2% to 0/1/2/3/4%
  • Breakthrough
    • DMG mod from -55% to -50%
    • CRT from 0/0/1/2/2% to -1/0/1/2/3%
    • No longer usable in rank 1 (234 now)
    • Has a smaller exhaust than the normal exhaust: -10% DMG, -1 SPD
  • Adrenaline Rush
    • ACC buff from 5/6/7/8/9 to 5/6/7/8/10
    • Heal from 1/2/3/4/5 to 1/2/2/3/4
  • Bleed Out
    • DMG mod from 15% to 20%
    • CRT from 5/6/6/6/7% to 7.5/8.5/9.5/10.5/11.5%
  • Exhaust entirely reworked; can no longer be removed, now does the following: -20% DMG/-3 SPD
  • Guild Header changed
  • Stalling: Barbaric YAWP! and Adrenaline Rush are considered stalling moves
  • Battle Trance no longer affects ACC; now buffs DMG in rank 1 by 25% and debuffs DMG by 25% in rank 2
  • Sharpen Spear CRT buff from 7.5% to 10%

Highwayman

  • Crit effect: +2 SPD (2 rds)
  • CRT from 5/5.5/6/6.5/7% to 6/7/8/9/10%
  • Wicked Slice
    • CRT from 5/6/6/6/7% to 5/6/7/8/9%
  • Pistol Shot
    • DMG mod from -25% to -15%
    • CRT from 10/11/11/12/12% to 9/10/11/12/13%
    • Mark DMG bonus from 25% to 25/30/35/40/50%
  • Point Blank Shot
    • CRT from 0/0/1/2/2% to 5/6/7/8/9%
  • Grapeshot Blast
    • Base ACC from 80 to 75
    • DMG mod from -60% to -50%
    • CRT from -7/6/6/6/5% to -9/8/7/6/5%
    • Now inflicts a debuff: +4/5/6/7/8% Crits Received
  • Duelist’s Advance
    • Base ACC from 85 to 90
    • CRT from 2/2/3/4/4% to 5/6/7/8/9%
    • Can no longer target rank 4 (now 123)
  • Tracking Shot
    • CRT from 0/0/0/0/1% to 0/0/0.5/0.5/1%
    • CRT buff from 5/6/7/8/9 to 5/6/7/8/10%
  • Open Vein
    • CRT from 0/0/1/2/2% to 0/1/2/3/4%
  • Stalling: No stall moves
  • Clean Guns CRT from 5% to 8%

Houndmaster

  • Crit effect: +20% Bleed Chance (2 rds)
  • CRT from 5/5.5/6/6.5/7% to 4/5/6/7/8%
  • Hound’s Rush
    • CRT from 2/3/4/4/4% to -3/-2/-1/0/1%
  • Hound’s Harry
    • DMG mod from-90% to -75%
    • CRT from 0/0/1/2/2/% to -5/4/3/2/1%
    • Bleed from 1/1/1/2/2 to 1/1/2/2/3
  • Cry Havoc
    • Stress Heal from 3/4/5/6/7 to 2/3/4/5/6
    • Stress Heal chance now scales: 66/68/70/72/74%
  • Guard Dog
    • DODGE buff from 15/18/20/22/25 to 10/12/14/17/20
  • Lick Wounds
    • Heal from 5/6/7/8/10 to 4/5/6/7/8
  • Blackjack
    • Stun chance reduced by 15% (base 110%, scaling to 150%)
  • Guild Header changed
  • Stalling: Target Whistle, Cry Havoc and Lick Wounds are considered stalling moves
  • Release the Hound Scouting Chance from 50% to 30%

Jester

  • Crit effect: +40% Stress Healing Done (3 rds)
  • CRT from 7.5/8/8.5/9/9.5% to 4/5/6/7/8
  • Dirk Stab
    • Now ignores guard
    • CRT from 2/3/4/4/4% to 5/6/7/8/9%
  • Harvest
    • CRT from 0/0/1/2/2% to 0/1/2/3/4%
    • Now builds Finale
  • Finale
    • CRT from 4/4/5/5/6% to 6/7/8/9/10%
    • Can now be used from rank 1 and 2 (was 1)
    • Can now target rank 4 (was 123)
    • Debuff changed from -25 DODGE (12 rounds) to -25 DODGE/-3 SPD/+100% Stress (1 Battle)
  • Solo
    • Reworked: no longer debuffs enemies; now marks Jester and buffs DODGE by 20/22/25/27/30 and SPD by 3/4/5/6/7
    • No longer usable from ranks 1 or 2 (34 only)
    • Usable twice per battle
  • Slice Off
    • CRT from 8/8/8/9/10% to 10/11/12/13/14%
  • Inspiring Tune
    • Stress Heal from 10/11/12/13/15 to 8/9/10/11/12
  • Finale Buildup
    • Dirk Stab, Harvest, and Slice Off buff Finale DMG by 30% for 8 rounds
    • Inspiring Tune and Battle Ballad buff Finale DMG by 30% and CRT by 10% for 8 rounds
    • Solo buffs Finale DMG by 75% and CRT by 10% for 8 rounds
  • Stalling: Battle Ballad and Inspiring Tune are considered stalling moves
  • Tiger’s Eye CRT from 5% to 8%

Leper

  • Crit effect: +10 ACC (2 rds)
  • CRT from 2.5/3/3.5/4/4.5% to 2/3/4/5/6%
  • Chop
    • CRT from 2/2/3/4/4% to 5/6/7/8/9%
  • Hew
    • CRT from 2/2/3/4/4% to 1/2/3/4/5%
  • Purge
    • DMG mod from -90% to -40%
    • CRT from 0/0/1/2/2% to 0/1/2/3/4%
    • Now only usable in rank 1 (was 12)
    • Now buffs ACC by 5 for 4 rounds
  • Revenge
    • Buffs are now battle-long
    • Usable once per battle
    • Usable in any rank (was 12)
    • CRT buff from 1/2/3/4/5% to 10/11/12/13/15%
    • Now inflicts unremovable debuffs: -10 DODGE and +25% DMG Taken
  • Withstand
    • Buffs are now battle-long
    • Usable once per battle
    • Now also usable in rank 3 (was 12)
    • Now has the Resist buffs that Solemnity used to have
    • Resist buffs from 25% to 30%
  • Solemnity
    • Now heals 5/5/6/7/8 stress
  • Intimidate
    • Now buffs Leper’s SPD by 2/2/3/3/4 for 4 rounds
  • Stalling: Withstand and Solemnity are considered stalling moves
  • Let The Mask Down cost from 2 to 1
  • Bloody Shroud cost from 3 to 2
  • Reflection CRT from 5% to 8%

Man-at-Arms

  • Crit effect: -33% Stress (3 rds)
  • Stun and Move Resists from 50% to 40%
  • DMG from 5-10/6-12/7-13/7-15/8-16 to 5-9/6-10/7-12/7-13/8-14
  • CRT from 3.75/4.25/4.75/5.25/5.75% to 2/3/4/5/6%
  • Crush
    • CRT from 5/6/6/6/7% to 5/6/7/8/9%
  • Rampart
    • CRT from 5/6/6/6/7% to 5/6/7/8/9%
    • Can no longer target rank 3 (12 only)
  • Bellow
    • DMG mod from -90% to -100%
    • Can no longer crit
    • Now usable in all ranks (was 123)
    • Now applies +5% Crits Received if Marked debuff
  • Defender
    • PROT buff from 25/30/35/40/45% to 15/18/22/26/30%
  • Retribution
    • CRT from 0/0/1/2/2% to 2.5/3.5/4.5/5.5/6.5%
  • Command
    • ACC buff from 10/11/12/13/15 to 5/6/7/8/10
    • CRT buff from 1/1.5/2/2.5/3% to 5/6/7/8/10%
    • Now also gives +15/17/20/22/25% DMG when Guarded
  • Bolster
    • Buffs are now battle long
    • Usable once per battle
    • DODGE buff from 5/6/7/8/9 to 5/6/7/8/10
    • No longer buffs SPD
    • Now gives -10/10/15/15/20% Stress
  • Stalling: Bellow, Defender, Command, and Bolster are considered stalling moves
  • Maintain Equipment PROT from 10% to 15%
  • Tactics CRT from 3% to 5%
  • Instruction DODGE buff replaced with +10 ACC buff
  • Weapons Practice CRT from 5% to 8%

Occultist

  • Crit effect: +25% Healing Done (3 rds)
  • CRT from 7.5/8/8.5/9/9.5% to 7/8/9/10/11%
  • Sacrificial Stab
    • CRT from 10/11/11/12/12% to 10/11/12/13/14%
  • Abyssal Artillery
    • DMG mod from -25% to -33%
    • CRT from 5/6/6/6/7% to 0/1/2/3/4%
    • Eldritch DMG bonus from 35% to 15/17/20/22/25%
  • Weakening Curse
    • CRT from 5/6/6/6/7% to 5/6/7/8/9%
    • DMG debuff from -30/32/35/37/40% to -10/12/15/17/20%
    • Now debuffs PROT by -10/13/15/17/20%
  • Vulnerability Hex
    • CRT from 5/6/6/6/7% to 5/6/7/8/9%
  • Hands From The Abyss
    • CRT from 10/11/11/12/12% to 10/11/12/13/14%
  • Daemon’s Pull
    • CRT from 5/6/6/6/7% to 5/6/7/8/9%
  • Stalling: Vulnerability Hex and Wyrd Reconstruction are considered stalling moves
  • Dark Ritual cost from 4 to 3

Plague Doctor

  • Crit effect: +20% Blight Chance (2 rds)
  • CRT from 2.5/3/3.5/4/4.5% to 2/3/4/5/6%
  • DODGE from 5/10/15/20/25 to 0/5/10/15/20
  • Noxious Blast
    • CRT from 2/2/3/4/4% to 5/6/7/8/9%
    • Blight from 4/4/5/5/6 to 5/5/6/6/7
    • Now applies -5/5/6/6/7 ACC debuff
  • Plague Grenade
    • CRT from 0/0/1/2/2% to 0/1/2/3/4%
  • Blinding Gas
    • Usable 3 times per battle
  • Incision
    • CRT from 5/6/6/6/7% to 5/6/7/8/9%
  • Emboldening Vapors
    • Buffs are now battle long
    • Usable twice per battle
    • DMG buff from 25/27/29/31/33% to 20/21/22/23/25%
    • SPD buff from 3/4/5/6/7 to 3/3/4/4/5
  • Disorienting Blast
    • Can no longer crit
    • Can no longer be used in rank 1 (234 only)
  • Stalling: Blinding Gas and Disorienting Blast are considered stalling moves
  • Leeches cost from 2 to 3

Vestal

  • Crit effect: +25% Healing Done (3 rds)
  • Bleed resist from 40% to 30%
  • DMG from 4-9/5-11/6-13/6-14/7-16 to 4-8/5-10/6-11/6-13/7-14
  • CRT from 2.5/3/3.5/4/4.5 to 1/2/3/4/5
  • Mace Bash
    • Base ACC from 80 to 85
    • CRT from 0/0/1/2/2% to 0/1/2/3/4%
  • Judgement
    • Base ACC from 80 to 85
    • DMG mod from -20% to -25%
    • CRT from 5/6/6/6/7% to 5/6/7/8/9%
    • Heal from 3/4/5 to 4/5/6
  • Dazzling Light
    • Now usable in ranks 2, 3, and 4 (was 34)
    • Base ACC from 80 to 90
    • CRT from 0/0/1/2/2% to 5/6/7/8/9%
  • Divine Grace
    • Healing from 3-5/4-6/5-7/6-8/7-9 to 4-5/5-6/6-7/7-8/8-9 (+1 minimum healing)
  • Divine Comfort
    • Healing from 1-2/1-3/2-3/2-4/3-4 to 1-3/2-3/3-3/3-4/4-5
  • Illumination
    • Base ACC from 80 to 90
    • DMG mod from -50% to -75%
    • Can no longer crit
    • Now ignores and removes Stealth
  • Hand of Light
    • Base ACC from 80 to 85
    • CRT from 0/0/1/2/2% to 0/1/2/3/4%
    • Can now target rank 3 (was 12)
    • No longer debuffs target
    • Now buffs Vestal: +6/7/8/9/10 ACC, +25/27/30/33/35% DMG for 4 rounds
  • Stalling: Divine Grace and Divine Comfort are considered stalling moves
  • Pray cost from 4 to 3

Trinkets

  • Ancestor’s Tentacle Idol now also gives +8% Deathblow Resist
  • Sacred Scroll no longer debuffs SPD, and now only debuffs Stun Chance by 10%
  • Focus Ring ACC from 10 to 15; CRT from 1% to 6%
  • Cleansing Crystal Bleed/Blight/Debuff Chance from -25% to -15%
  • Spiked Collar DMG from 15% to 20%, Healing Received debuff split into -50% Healing Done and -20% Healing Received
  • Gunslinger’s Buckle Melee DMG from -20% to -10%; Melee CRT from -2% to -6%
  • Wrathful Bandana DMG from 20% to 25%
  • Blasphemous Vial ACC from 15 to 10; Stun Chance from 40% to 20%
  • Book of Holiness from Rare to Uncommon
  • Raider’s Talisman Food Consumed buff replaced with -10% MAX HP; SPD from 4 to 2; Scouting Chance from 20% to 15%
  • Guardian’s Shield DODGE from 5 to 10
  • Agile Talon SPD from 2 to 1; now gives +4 DODGE
  • Martyr’s Seal DMG from 75% to 60%
  • Sun Ring DMG from 15% to 10%; ACC from 10 to 5
  • Moon Ring DMG from 20% to 15%; ACC from 15 to 10
  • Camouflage Cloak from Rare to Uncommon
  • Brawler’s Gloves CRT from -3% to -6%; SPD from -2 to -1
  • Life Crystal from Rare to Uncommon
  • Commander’s Orders reworked: now gives +15% Stress Heal Done, +33% Healing Done, -10% DMG
  • Sniper’s Ring now also gives +4 CRT in position 4
  • Sharpening Sheath CRT from 4% to 8%
  • Witch’s Vial Stun Chance from 20% to 15%
  • Sacrificial Cauldron DMG from 15% to 20%
  • Bleed Amulet DODGE debuff removed; replaced with -20% Blight Resist
  • Dodgy Sheath SPD from 2 to 1
  • Heavy Boots PROT from 10% to 20%
  • Worrystone SPD from -2 to -1
  • Book of Constitution SPD from -2 to -1
  • Blight Amulet Blight Chance from 30% to 20%
  • Solar Crown Stress from -15% to -20%; rarity from Uncommon to Rare
  • Dark Crown from Uncommon to Rare
  • Youth Chalice HP from 10% to 20%
  • Wounding Helmet DMG from 20% to 25%; Stun Chance from -25% to -20%
  • Bloodthirst Ring from Rare to Uncommon
  • Poisoned Herb from Rare to Uncommon
  • Stunning Satchel replaced with Sickening Satchel: +20% DMG vs Blighted
  • Blood Charm from Common to Uncommon
  • Quickening Satchel Move Resist buff removed
  • Bloody Herb from Uncommon to Rare
  • Stun Stone DODGE debuff removed; replaced with -1 SPD; Stun Chance from 15% to 10%
  • Fleet Florin Debuff Chance from 30% to 20%
  • Tempting Goblet SPD from 2 to 3; Stress from 35% to 25%
  • All Shrieker Trinkets Stress from 16% to 15%
  • Callous Talon CRT from 5% to 7.5%
  • Distended Crowseye Scouting Chance from 18% to 15%
  • Demon’s Cauldron CRT from 1% to 3%
  • Fortunate Armlet CRT from 1% to 3%
  • Vengeful Greaves CRT from 1% to 3%
  • Critical Stone CRT from 1% to 3%
  • Bullseye Bandana CRT from 2% to 6%
  • Stalwart Buckle CRT from 2% to 6%
  • Critical Dice CRT from 3% to 9%
  • Defender’s Seal CRT from -1% to -3%
  • Stun Amulet Stun Chance from 20% to 10%
  • Paralyzer’s Crest Stun Chance from 30% to 20%
  • Seer Stone Scouting Chance from 20% to 15%
  • Solar Bracer CRT from 2% to 4%; low light CRT from -2% to -6%
  • Hell’s Hairpin CRT from 4% to 12%
  • Eldritch Killing Incense DMG from 20% to 15%; CRT from 4% to 8%
  • Quickdraw Charm CRT from 5% to 15%
  • Martyr’s Seal CRT from 9% to 15%
  • Swordsman’s Crest DMG from 15% to 10%
  • Scouting Whistle Scouting Chance from 30% to 20%
  • Restraining Padlock Stress Done and Transform Stress from -25% to -40%
  • Candle of Life MAXHP from 25% to 15%
  • Barristan’s Head PROT from 20% to 25%
  • Necromancer’s Collar CRT from 5% to 10%
  • Hag’s Ladle Blight Chance from 25% to 30%; Blight/Disease Resist from 33% to 40%
  • Fuseman’s Matchstick CRT from 2.5% to 6%
  • Siren’s Conch Stress from -15% to -20%
  • Vvulf’s Tassel DMG from 15% to 20%; CRT buff from 3% to 5% (and now actually functional)
  • Ancestor’s Musket Ball DMG from 15% to 10%; CRT from 5% to 10%
  • Ancestor’s Pen DMG from 15% to 10%; CRT from 5% to 10%
  • Legendary Bracer SPD from -3 to -1; Stress from 15% to 10%
  • Hunter’s Talon CRT from 3% to 6%
  • Profane Scroll no longer buffs Debuff Chance
  • Tome of Holy Healing MAXHP from -20% to -15%
  • Book of Rage DMG from 25% to 20%; CRT from 5% to 10%
  • Dark Bracer CRT from 5% to 10%
  • Surgical Gloves CRT from 5% to 10%
  • Tenacity Ring CRT from -1% to -5%
  • Dazzling Charm Stun Chance from 15% to 10%
  • All Stone (Bleed Stone, etc) Skill Chances from 10% to 15%
  • Rampart Shield DMG from -20% to -15%; Stun Chance from 40% to 30%
  • Berserk Mask CRT from 5% to 10%
  • Ancestor’s Tentacle Idol Virtue Chance from 25% to 20%

Other

  • Shrieker rarity moved from after Ancestral to before
  • X Slayer quirks CRT from 3% to 6%
  • X Scrounger quirks Scouting Chance from 10% to 5%
  • X Explorer quirks Scouting Chance from 20% to 10%
  • Clutch Hitter CRT from 3% to 6%
  • Dud Hitter CRT from -3% to -5%
  • Deadly CRT from 1% to 2%
  • Misses the Spot CRT from -1% to -2%
  • Precise Striker and Eagle Eye CRT from 3% to 5%
  • Weak Grip and Flawed Release CRT from -3% to -5%
  • One Good Week stress healing from 33% to 200%
  • Stalling penalties no longer apply during the Ruins tutorial quest
  • Stalwart no longer gives -50% Stress; now gives +15% PROT and +8% Deathblow Resist
  • Courageous Stress from -20% to -33%; now also gives +2 SPD
  • Vigorous SPD from 5 to 4

Monsters

  • Mashes:
    • Triple Swine Slasher mash disabled in Apprentice Warrens
    • Double Swine Slasher + Double Swine Wretch mash disabled in Apprentice Warrens
    • Double Swine Slasher + Swine Wretch + Madman mash disabled in Apprentice Warrens
  • Effects:
    • Durations on many effects edited to compensate for new buff timers; not listed since they’re effectively the same as pre-patch
    • New effect added for Strong Stuns for heroes; each level is 10% stronger than normal stuns rather than 25%
  • In general, Veteran enemies gained +1% CRT to attacks, Champion enemies gained +2% CRT, and Champion enemies have had their resistances reduced by 5% and DODGE reduced by 1.25. Only exceptions will be listed for the sake of brevity.
  • Additionally, Vet/Champ enemies have had their HP reduced, Vet monsters have gained damage, and Champ enemies have lost damage. Specifics will be listed for these changes.
  • Drowned Thrall
    • Now life linked to Siren
    • Now much more likely to target marks
    • Veteran:
      • Gargling Grab DMG from 6-12 to 6-13
      • The Revenge DMG from 7-16 to 7-17
    • Champion:
      • HP from 29 to 27
      • Gargling Grab DMG from 9-19 to 9-17
      • The Revenge DMG from 11-25 to 10-23
  • Brigand Bloodletter
    • Now life linked to Brigand Pounder
    • Now much more likely to target marks
    • Veteran:
      • HP from 51 to 49
    • Champion:
      • HP from 72 to 68
      • Punishment DMG from 4-8 to 4-7
      • Point Blank Shot DMG from 7-21 to 7-20
  • Brigand Pounder
    • PROT from 45% to 20%
    • Now has -25% DMG Taken buff
    • Veteran:
      • BOOOOOOOM! DMG from 12-37 to 12-35 (yes, I counted the O’s)
    • Champion:
      • BOOOOOOOM! DMG from 18-54 to 17-50
  • Brigand Cutthroat
    • Now life linked to Brigand Pounder
    • Veteran:
      • Slice and Dice DMG from 3-7 to 4-7
    • Champion:
      • HP from 25 to 23
      • Slice and Dice DMG from 5-11 to 5-10
      • Uppercut Slice DMG from 4-8 to 4-7
      • Shank DMG from 8-16 to 7-15
      • Harmless Poke DMG from 4-8 to 4-7
  • Brigand Matchman
    • Now lifelinked to Brigand Pounder
    • Hot Shot CRT not increased (not that it’ll matter now)
  • Brigand Fusilier
    • Now lifelinked to Brigand Pounder
    • Now much more likely to target marks (scales with dungeon level)
    • Champion:
      • HP from 25 to 23
      • Blanket Fire DMG from 2-6 to 2-5
      • Rushed Shot DMG from 4-8 to 4-7
  • Carrion Eater
    • Champion:
      • Munch DMG from 4-8 to 4-7
  • Large Carrion Eater
    • Tentacle Devour CRT debuff from -3/5/7% to -5/8/10%
    • Veteran:
      • HP from 48 to 46
      • Tentacle Devour DMG from 4-9 to 5-9
    • Champion:
      • HP from 68 to 64
      • Weaken Prey DMG from 4-8 to 4-7
      • Tentacle Devour DMG from 7-13 to 6-13
  • Collector
    • Now has a new move that specifically summons 1 Collected Highwayman; usable anywhere
    • Now is highly likely to use this skill if only the Collected Highwayman is killed; will not use while Highwayman is alive
    • Now far more likely to use Show Collection on your highest-stress hero, unless they have a virtue
    • Veteran:
      • HP from 102 to 98
      • Life Steal DMG from 4-9 to 5-9
    • Champion:
      • HP from 144 to 137
      • Life Steal DMG from 7-13 to 6-13
  • Collected Highwayman
  • Now life linked to Collector
    • Veteran:
      • HP from 23 to 22
      • Headhunt DMG from 6-12 to 6-13
    • Champion:
      • HP from 33 to 31
      • Headhunt DMG from 9-19 to 9-17
  • Collected Man-at-Arms and Vestal
    • Now life linked to Collector
    • Now accelerate stall penalty
    • Veteran:
      • HP from 23 to 22
    • Champion:
      • HP from 33 to 31
  • Corpse
    • Updated to not give crit effects if crit
  • Large Corpse
    • Updated to not give crit effects if crit
    • Veteran:
      • HP from 22 to 21
    • Champion:
      • HP from 31 to 29
  • Crone
    • Now accelerates stall penalty
    • Veteran:
      • HP from 19 to 18
    • Champion:
      • HP from 27 to 25
      • Fetid Censer DMG from 3-5 to 2-5
  • Shrieker
    • Shrieking Flight now ignores stealth
    • Veteran:
      • Peck DMG from 8-13 to 9-13
    • Champion:
      • Peck DMG from 13-19 to 12-18
    • New variant added for Endless
      • 2.5 more ACC
      • 3% less CRT
      • Still runs after 12 initiatives; only inflicts 15 Stress on escape
  • Cultist Brawler
    • Veteran:
      • HP from 22 to 21
    • Champion:
      • HP from 31 to 29
      • Rend for the Old Gods and Stumbling Scratch DMG from 4-8 to 4-7
  • Cultist Witch
    • Now far more likely to use Stressful Incantation on your highest-stress hero, unless they have a virtue
    • Veteran:
      • HP from 19 to 18
    • Champion:
      • HP from 27 to 23
  • Drowned Crew
    • Mutiny CRT debuff from -5% to -10%
    • Mutiny debuff now scales with level (100/120/140% base)
    • Veteran:
      • Boarding Clutch DMG from 4-9 to 5-9
    • Champion:
      • Boarding Clutch DMG from 7-13 to 6-13
  • Squiffy Ghast
    • HP from 55 to 53
  • Ectoplasm
    • Now much more likely to target marks
    • Veteran
      • HP from 12 to 11
      • Slime DMG from 4-6 to 4-7
    • Champion
      • Slime DMG from 6-10 to 6-9
  • Large Ectoplasm
    • Now much more likely to target marks
    • Veteran:
      • HP from 51 to 49
    • Champion:
      • HP from 72 to 68
      • Big Slime DMG from 8-16 to 7-15
      • Slimesmack DMG from 4-8 to 4-7
  • Uca
    • Now life linked to Siren
    • Veteran:
      • HP from 61 to 59
      • Tidal Slam DMG from 4-9 to 5-9
    • Champion
      • HP from 86 to 82
      • Tidal Slam DMG from 7-13 to 6-13
  • Pelagic Grouper
    • Now life linked to Siren
    • Veteran:
      • Seaward Slash DMG from 6-12 to 6-13
      • Spearfishing DMG from 4-9 to 5-9
    • Champion:
      • HP from 29 to 27
      • Seaward Slash DMG from 9-19 to 9-17
      • Spearfishing DMG from 7-13 to 6-13
  • Pelagic Shaman
    • Now accelerates stall penalty
    • Now life linked to Siren
    • Now more likely to use Stress Wave on your highest-stress hero (unless they have a Virtue); chance scales up with dungeon level
    • Call of the Deep CRT buff from 3/5/7% to 5/8/10%
    • Champion
      • HP from 25 to 23
      • Ceremonial Cut DMG from 4-8 to 4-7
  • Formless Flesh
    • Bone Zephyr is now usable in all ranks (was 123)
    • Veteran:
      • Maws of Life DMG from 8-15 to 8-16
      • Undulating Invasion DMG from 6-12 to 6-13
    • Champion:
      • Maws of Life DMG from 12-24 to 11-22
      • Undulating Invasion DMG from 9-19 to 9-17
      • Bone Zephyr DMG from 4-8 to 4-7
  • Fungal Artillery
    • Now accelerates stall penalty
    • Now much more likely to target marks; scales with dungeon level
    • Champion:
      • HP from 29 to 27
  • Fungal Scratcher
    • Veteran:
      • HP from 28 to 27
      • Groping Swipe and Rend the Marked DMG from 3-7 to 4-7
    • Champion:
      • HP from 39 to 37
      • Groping Swipe and Rend the Marked DMG from 5-11 to 5-10
      • Harmless Swipe DMG from 4-8 to 4-7
  • Gargoyle
    • Now life linked to Necromancer
    • Now has Stonework type instead of Beast
    • Champion:
      • Lash of the Tail DMG from 3-5 to 2-5
  • Ghoul
    • Now much more likely to target marks in general (formerly only with Skull Toss); scales with dungeon level
    • Now far more likely to use Skull Toss on your highest-stress hero, unless they have a virtue; scales with dungeon level
    • Veteran:
      • HP from 42 to 41
    • Champion:
      • HP from 59 to 57
      • Rend and Skull Toss DMG from 8-16 to 7-15
  • Hag
    • Champion:
      • Meat Tenderizer DMg from 4-8 to 4-7
  • Deep Stinger
    • Now life linked to Siren
    • Veteran:
      • HP from 15 to 14
    • Champion:
      • HP from 21 to 20
      • Salty Gouge DMg from 4-8 to 4-7
  • Madman
    • Now accelerates stall penalty
    • Champion:
      • HP from 29 to 27
  • Maggot
    • Now accelerates stall penalty
    • Veteran:
      • HP from 9 to 8
    • Champion:
      • Grave Nibble DMG from 4-8 to 4-7
  • Necromancer
    • Veteran:
      • The Clawing Dead DMG from 3-7 to 4-7
    • Champion:
      • The Flesh is Willing DMG from 8-16 to 7-15
      • The Clawing Dead DMG from 5-11 to 5-10
  • Pelagic Guardian
    • Now accelerates stall penalty
    • Veteran:
      • HP from 36 to 35
      • Octocestus DMG from 3-7 to 4-7
    • Champion:
      • HP from 51 to 49
      • Octocestus DMG from 5-11 to 5-10
  • Prophet
    • All attacks now ignore stealth
    • Veteran:
      • Rubble of Ruin DMG from 15-29 to 15-31
    • Champion:
      • Rubble of Ruin DMG from 23-45 to 21-42
  • Rabid Gnasher
    • Veteran:
      • HP from 15 to 14
    • Champion:
      • HP from 21 to 20
      • Rabid Rush DMG from 2-6 to 2-5
  • Shambler Tentacle
    • Clapperclaw CRT buff from 3% to 5%
    • Champion:
      • Clapperclaw DMG from 4-8 to 4-7
  • Siren
    • Control effects reworked to not act as a debuff
    • Siren’s Control now has a 70% chance to apply regardless of Debuff Resist
    • All attacks now ignore stealth
  • Bone Arbalist
    • Now accelerates stall penalty
    • Now life linked to Necromancer
    • Veteran:
      • HP from 22 to 21
      • Quarrel DMG from 4-9 to 5-9
    • Champion:
      • HP from 31 to 29
      • Quarrel DMG from 6-13 to 7-13
      • Bayonet jab from 4-8 to 4-7
  • Bone Bearer
    • Now life linked to Necromancer
    • HP from 45 to 43
  • Bone Captain
    • Now life linked to Necromancer
    • Now much more likely to target marks; scales with dungeon level
    • Veteran:
      • HP from 51 to 49
      • Crushing Blow DMG from 8-15 to 8-16
    • Champion:
      • HP from 72 to 68
      • Crushing Blow DMG from 12-24 to 11-22
      • Ground Pound DMG from 4-8 to 4-7
  • Bone Rabble
    • Now accelerates stall penalty
    • Now life linked to Necromancer
    • Now much more likely to target marks; scales with dungeon level
    • Veteran:
      • HP from 12 to 11
    • Champion:
      • Bump in the Night and Tic-Toc DMG from 3-9 to 3-8
  • Bone Courtier
    • Now accelerates stall penalty
    • Now life linked to Necromancer
    • Now far more likely to use Tempting Goblet on your highest-stress hero, unless they have a virtue
    • Tempting Goblet CRT debuff from -0/3/5% to -0/5/10%
    • Veteran:
      • HP from 15 to 14
    • Champion:
      • HP from 21 to 20
      • Tempting Goblet and Knife in the Dark DMG from 4-8 to 4-7
  • Bone Defender
    • Now life linked to Necromancer
    • Veteran:
      • HP from 22 to 21
      • Axeblade DMG from 3-7 to 4-7
    • Champion:
      • HP from 31 to 29
      • Axeblade DMG from 5-11 to 5-10
      • Dead Weight and Clumsy Axeblade DMG from 4-8 to 4-7
  • Bone Soldier
    • Now accelerates stall penalty
    • Now life linked to Necromancer
    • Now much more likely to target marks; scales with dungeon level
    • Veteran:
      • HP from 15 to 14
      • Graveyard Slash DMG from 3-10 to 4-11
    • Champion:
      • HP from 21 to 20
      • Graveyard Slash DMG from 5-15 to 5-14
      • Graveyard Stumble DMG from 3-9 to 3-8
  • Bone Spearman
    • Now life linked to Necromancer
    • Chance to target marks with Spear Thrust increased
    • Veteran:
      • HP from 22 to 21
    • Champion:
      • HP from 31 to 29
      • Spear Thrust DMG from 8-16 to 7-15
      • Impale DMG from 4-8 to 4-7
  • Sea Maggot
    • Now life linked to Siren
    • Champion:
      • Brine DMG from 4-8 to 4-7
  • Spitter
    • Veteran:
      • Spit DMG from 3-7 to 4-7
    • Champion:
      • Spit DMG from 5-11 to 5-10
      • Bite DMG from 3-5 to 2-5
  • Webber
    • Now accelerates stall penalty
    • Champion:
      • Bite DMG from 3-5 to 2-5
  • Swine Drummer
    • Now accelerates stall penalty
    • Veteran:
      • HP from 22 to 21
    • Champion:
      • HP from 31 to 29
  • Swine King
    • Veteran:
      • Obliterate Body, Wild Flailing, and Enraged Destruction DMG from 6-12 to 6-13
      • Obliterate Masses DMG from 4-9 to 5-9
    • Champion
      • Obliterate Body, Wild Flailing, and Enraged Destruction DMG from 9-19 to 9-17
      • Obliterate Masses DMG from 7-13 to 6-13
  • Swine Chopper
    • Now much more likely to target marks with Butcher Cut; scales with dungeon level
    • Veteran:
      • HP from 30 to 29
      • Butcher Cut DMG from 4-9 to 5-9
    • Champion:
      • HP from 43 to 41
      • Butcher Cut DMG from 7-13 to 6-13
      • Ball and Chain DMG from 4-8 to 4-7
  • Swine Skiver
    • Now accelerates stall penalty
    • Chance to target marks with Spit to Roast massively reduced (still very high)
    • HP from 51 to 49
    • Spit to Roast DMG from 13-19 to 12-18
    • Cripple Them DMG from 6-14 to 6-13
    • Goring Flight DMG from 4-8 to 4-7
  • Swine Slasher
    • Veteran:
      • HP from 12 to 11
      • Hook Where It Hurts DMF from 4-9 to 5-9
    • Champion:
      • Hook Where It Hurts DMF from 7-13 to 6-13
  • Swine Wretch
    • Champion:
      • HP from 25 to 23
  • Swinetaur
    • Now much more likely to target marks
    • Veteran:
      • HP from 65 to 63
      • Pig Spear DMG from 4-9 to 4-10
      • Boar Rush DMG from 8-15 to 8-16
      • Crunching Backhand DMG from 4-9 to 5-9
    • Champion:
      • HP from 92 to 88
      • Pig Spear DMG from 6-14 to 6-13
      • Boar Rush DMG from 12-24 to 11-22
      • Crunching Backhand DMG from 7-13 to 6-13
  • Unclean Giant
    • Is now much more likely to target Marked targets
    • Veteran:
      • HP from 102 to 98
      • Treebranch Smackdown DMG from 13-26 to 14-27
    • Champion:
      • HP from 144 to 137
      • Treebranch Smackdown DMG from 20-40 to 19-37
  • Hateful Virago
    • HP from 57 to 55
    • Ruinous Hex DMG from 4-8 to 4-7
    • Putrid Breath DMG from 7-13 to 6-13
  • Necrotic Fungus
    • HP from 33 to 31

ENDGAME SPOILERS BELOW THIS WARNING (HIGHLIGHT TO READ)

  • Ancestor (Phase 2), Heart of Darkness, Perfect Reflection, Ascended Witch, Cultist Priest, Ascended Brawler, Mammoth Cyst, Polyp, Flesh Hound, Shuffler, Templars
    • Resists unchanged
    • All attacks’ CRT increased by 3%
  • Imperfect Reflection, Ancestor (Phase 1), Gestating Heart, Vvulf, Antibody, White Cell Stalk, Rapturous Cultist, Defensive Growth
    • Resists/DODGE/CRT unchanged (exactly the same as pre-CoM)
  • Heart of Darkness
    • Come Unto Your Maker now ignores stealth
  • Vvulf
    • Bomb-related moves now ignore stealth
  • Mammoth Cyst
    • Attacks now ignore stealth
  • Brigand Hunter
    • Resists unchanged
    • Rushed Shot CRT from 12% to 15%
  • Brigand Raider
    • Resists unchanged
    • Slice and Dice and Uppercut Slice CRT increased by 3% (17% to 20% and 12% to 15% respectively)
    • Shank DMG from 8-16 to 7-15; CRT from 9% to 11%
    • Harmless Poke unchanged
  • Malignant Growth
    • Maul the Flesh CRT from 10% to 12%
    • Daze the Mind CRT from 7% to 10%
  • AI Changes:
    • Ascended Brawler, Malignant Growth: Now extremely likely to target marks
    • Flesh Hound: Chance to target marks halved (still extremely high

 

Crimson Court

  • Now contains a modifier that adds 1 extra quest per town visit after the first 2 weeks, meaning Gather the Blood shouldn’t reduce quest availability elsewhere
  • In Radiance town event base chance from 6 to 0
  • Infestation mash made up of Gatekeeper Supplicant Supplicant Sycophant (high infestation) chance from .375/.25/.25 (App/Vet/Champ) to .18 at all levels
  • Effect durations adjusted for new buff changes; self-buff durations up by 1, offensive debuff durations such as Midnight Minuet down by 1 (effectively the same as before)

Flagellant:

    • Crit effect: +20% Bleed Chance (2 rds)
    • CRT from 2.5/3/3.5/4/4.5% to 2/3/4/5/6%
    • Buffs now apply when under 40% HP rather than 38%
    • CRT buff when HP below 40% from 3% to 8%
    • Punish
      • Can no longer target rank 3
      • CRT from 4/4/5/5/6% to 6/7/8/9/10%
    • Rain of Sorrows
      • DMG mod from -90% to -67%
      • CRT from 0/0/1/1/2% to 2/3/4/5/6%
      • Bleed from 2/2/3/3/4 to 3/3/4/4/5
    • Exsanguinate
      • CRT from 0/0/1/1/2% to 3/4/5/6/7%
      • Usable 3 times per battle and only under 40% HP (was 50%)
    • Redeem
      • Usable twice per battle and only under 40% HP (was 50%)
    • Reclaim
      • HoT from 1/1/2/2/3 to 2/2/3/3/4
    • Endure
      • Stress Heal from 12/13/14/15/16 to 10/11/12/13/14
      • Self Stress from 5/6/7/8/9 to 10/9/8/7/6
      • Now buffs Flagellant’s SPD by 1/1/2/2/3
    • Suffer
      • No longer gives PROT; now gives -20/25/30/35/40% Stress
      • Deathblow Resist from 4/5/6/7/8% to 6/7/8/9/10%
    • Exhaust entirely reworked; can no longer be removed, now does the following: -25% Healing Done/-25% Healing Received/-3 SPD
    • Lash’s Solace/Lash’s Kiss Time Cost from 2 to 3
    • Lash’s Cure Time Cost from 1 to 2
    • Stalling: Reclaim, Redeem, Endure, and Suffer count as stalling moves

Trinkets

    • Sets now insert before the Shrieker trinkets rather than Very Rares
    • Dazzling Mirror SPD from 5 to 4; Stun Chance from 30% to 20%
    • Mantra of Fasting MAX HP from 33% to 40%; SPD from 6 to 7
    • Sanguine Snuff CRT from 3% to 8%
    • Viscount’s Spices CRT from 3% to 5%
    • Osmond Chains DMG from 25% to 20%; CRT from 5% to 9%; no longer gives -2 SPD
    • Two of Three CRT from 5% to 10%
    • Bedtime Story CRT from 5% to 10%
    • Crime Lord’s Molars DMG from 15% to 20% for all 3 status effects
    • Absinthe MAX HP from -20% to -10%
    • Lioness Warpaint DMG from 15% to 20% for all 3 HP levels
    • Mark of the Outcast SPD from 3 to 2
    • Shameful Locket CRT from 3% to 6%
    • Tyrant’s Fingerbone DODGE from 10 to 20; no longer gives +35% Debuff Chance or -15% MAX HP
    • Old Unit Standard Stun Chance from 25% to 15%; Debuff Chance from 25% to 20%
    • Toy Soldier CRT from 3% to 6%
    • Vial of Sand Stun/Debuff/Move Chances from 25% to 20%; now also gives +20% Stun Resist
    • Subject #40 Notes MAX HP from 15% to 25%
    • Atonement Beads DMG from 20% to 15%; CRT from 3% to 9%
    • Bounty Hunter Set Bonus CRT from 3% to 6% for all 3 status effects
    • Grave Robber Set Bonus CRT from 3% to 6%
    • Houndmaster Set Bonus CRT from 3% to 6%
    • Flagellant Set Bonus now also gives +10% Deathblow Resist
    • Pagan Talisman now also gives -10% Stress
    • Sculptor’s Tools no longer gives -5 SPD
    • Salacious Diary no longer gives -2 SPD
    • Punishments Hood now gives +15% DMG if HP below 40%
    • Suffering’s Collar now gives +10% MAX HP
    • Eternity’s Collar now gives +10% Deathblow Resist, +20 DODGE on Death’s Door, +20% DMG when Stress above 85
    • Musketeer set will now only appear in the courtyard and has its own lore string

Districts

    • Red Hook cost in Bloodmoon and Stygian from 25k to 50k gold
    • Bank cost in Bloodmoon and Stygian from 0 to 15k gold; Portraits from 55 to 50
    • Cartographer’s Camp in Bloodmoon and Stygian from 1k to 5k gold
    • Granary possibly fixed to properly add the healing bonus; cost in Bloodmoon and Stygian from 0 to 2.5k gold
    • Hero specific districts in Bloodmoon and Stygian from 1k to 5k gold except Athenaeum (1k to 2.5k)
    • Puppet Theatre in Bloodmoon and Stygian from 500 gold/40 Crests to 2500/75 respectively
    • House of the Yellow Hand CRT from 2% to 5%

Monsters

  • All enemies edited to add “.accelerate_stall_penalty False” – no court enemies accelerate stalling
  • Courtesan
    • The Thirst now steals Blight from the target
    • Now life linked to the Baron
    • Veteran:
      • HP from 19 to 18
      • The Thirst (Beast) DMG from 3-10 to 4-11
      • Champion:
      • HP from 27 to 25
      • Renewed Appetite DMG from 4-10 to 4-9
      • Expose the Vein DMG from 3-5 to 2-5
      • The Thirst (Human) DMG from 4-8 to 4-7
      • The Thirst (Beast) DMG from 5-15 to 5-14
      • Mind Your Manners DMG from 5-9 to 5-8
  • Esquire:
    • Now life linked to the Baron
    • The Thirst now steals Blight from the target
    • Veteran:
      • HP from 23 to 22
      • Rib Cracker DMG from 4-6 to 4-7
      • The Thirst (Beast) DMG from 4-9 to 5-9
      • Piercing Foreleg DMG from 7-14 to 8-14
      • Needling Execration DMG from 3-7 to 3-8
      • Riposte DMG from 5-8 to 6-8
    • Champion
      • HP from 33 to 21
      • Rib Cracker DMG from 6-10 to 6-9
      • Skewering Repartee DMG from DMG from 7-14 to 8-14
      • The Thirst (Human) DMG from 3-9 to 3-8
      • The Thirst (Beast) DMG from 7-14 to 6-13
      • Piercing Foreleg DMG from 11-21 to 11-20
      • Riposte DMG from 8-12 to 8-11
  • Manservant
    • Now life linked to the Baron
    • The Thirst now steals Blight from the target
    • Veteran:
      • HP from 15 to 14
      • The Thirst (Beast) DMG from 2-8 to 2-9
    • Champion:
      • HP from 21 to 15
      • Enraging Slight DMG from 3-5 to 2-5
      • The Thirst (Human) DMG from 5-7 to 4-7
      • The Thirst (Beast) DMG from 3-13 to 3-12
      • Refined Palate DMG from 3-5 to 2-5
      • Choice Cut DMG from 4-8 to 3-8
  • Gatekeeper
    • Now life linked to the Baron
    • Elusive exit can no longer be riposted
    • Champion:
      • HP from 25 to 23
  • Sycophant
    • Now life linked to the Baron
    • The Thirst now steals Blight from the target
    • Bombing Run now targets any rank rather than ~34, with a 25% chance of a random extra target
    • Veteran:
      • The Thirst (Beast) DMG from 5-8 to 6-8
    • Champion:
      • HP from 25 to 23
      • The Thirst (“Human”) DMG from 5-7 to 4-7
      • The Thirst (Beast) DMG from 8-12 to 8-11
      • Bombing Run DMG from 6-8 to 5-8
  • Supplicant
    • Now life linked to the Baron
    • Champion:
      • HP from 25 to 23
      • Gather the Blood DMG from 3-9 to 3-8
      • Predigestion DMG from 2-10 to 2-9
  • Chevalier
    • Now life linked to the Baron
    • Veteran:
      • HP from 30 to 29
      • Buried Blast DMG from 5-8 to 5-9
      • Subterranean Skewer DMG from 7-11 to 8-11
    • Champion:
      • HP from 43 to 41

BOSS SPOILERS BELOW THIS WARNING (HIGHLIGHT TO READ)

  • Crocodilian:
    • Veteran:
      • Apex Predator DMG from 14-17 to 14-18
    • Champion:
      • Swarming Corruption DMG from 3-11 to 3-10
      • Teeth Rake DMG from 8-16 to 7-15
      • Apex Predator DMG from 22-26 to 20-24
  • Baron:
    • Necessary Discipline CRT from 11% to 12%
    • Forced Enthusiasm CRT buff from 3% to 5%
    • The Thirst DMG from 5-8 to 5-9; CRT from 6% to 7%
    • Crowd Pleaser CRT from 6% to 7%
  • Viscount:
    • Hungry Eyes DMG from 3-5 to 2-5; CRT not increased
    • Refined Pairing DMG from 6-15 to 5-14
    • Served Rare DMG from 7-13 to 7-12; CRT not increased
    • Riposte DMG from 7-13 to 6-13
  • Countess
    • Sway With Me and Love Letter can no longer be riposted
    • Stats unchanged (no changes to crit, resists, etc)
  • Fanatic
    • Veteran:
      • Holy Stake DMG from 4-9 to 5-9
      • Fury of the Righteous DMG from 5-8 to 6-8
    • Champion:
      • Holy Stake DMG from 7-13 to 6-13
      • Strike the Heretic DMG from 4-8 to 4-7
      • Fury of the Righteous DMG from 8-12 to 8-11
  • Garden Guardian
    • Hatred Beyond Time CRT buff from 3% to 5%
    • Annihilating Glare DMG from 10-14 to 9-13
  • Blood Fount
    • Feed the Soil DMG from 5-7 to 5-6
  • Stone Shield
    • Plummeting Doom DMG from 10-12 to 9-11; now ignores stealth

Shieldbreaker

  • Flashback Horror from 23 to 20
  • Snake guard/riposte skill durations adjusted to match new buff durations

Shieldbreaker

    • Crit effect: +15% PROT (2 rds)
    • CRT from 7.5/8/8.5/9/9.5% to 7/8/9/10/11%
    • DODGE scaling from 7.5/12.5/17.5/22.5/27.5 to 8/13/18/23/28
    • Pierce
      • Can now target any rank (was 12)
      • DMG Mod from -20% to -10%
      • CRT from 2/3/4/4/4% to 5/6/7/8/9%
    • Puncture
      • SPD debuff from -2/2/3/3/4 to -1/1/2/2/3
    • Adder’s Kiss
      • CRT from 5/6/6/6/7% to 6/7/8/9/10%
      • Blight from 2/2/3/3/4 to 3/3/4/4/5
    • Impale
      • CRT from 1/2/2/2/3% to -6/5/4/3/2%
    • Expose
      • DMG mod from -20% to -40%
      • CRT from 0/0/1/2/2% to 2.5/3.5/4.5/5.5/6.5%
    • Captivate
      • DMG mod from -20% to -25%
      • CRT from 2/3/4/4/4% to 4/5/6/7/8%
    • Serpent’s Sway
      • SPD from 3/3/4/4/5 to 1/2/3/3/4
    • Stalling: Serpent’s Sway is counted as stalling

Trinkets

    • Shieldbreaker Set Trinkets are now inserted before Shrieker trinkets rather than before Ancestral
    • Fanged Spear Tip Marked DMG from 25% to 35%; now also gives -10% DMG
    • Cuirboilli SPD from -1 to -2

Monsters

  • All enemies edited to add “.accelerate_stall_penalty False” – no snakes accelerate stalling
  • Death Adder
    • Veteran:
      • HP from 65 to 63
      • Paralyzing Quills DMG from 6-12 to 6-13
    • Champion
      • HP from 92 to 88
      • Adder’s Fang DMG from 4-8 to 4-7
      • Paralyzing Quills DMG from 9-19 to 9-17
  • Pliskin
    • Veteran:
      • Infuse DMG from 3-7 to 4-7
    • Champion:
      • HP from 25 to 23
      • Infuse DMG from 5-11 to 5-10
  • Rattler
    • Veteran:
      • HP from 35 to 34
      • Snakebite DMG from 4-9 to 5-9
    • Champion:
      • HP from 49 to 47
      • Snakebite DMG from 7-13 to 6-14
      • Slither DMG from 3-5 to 2-5
      • Riposte DMG from 3-8 to 2-7

Misc/Non-Gameplay

  • Enemy types are no longer in ALL CAPS (e.g. UNHOLY to Unholy)
  • Updates to the exe and FMOD
  • Updates to all sound banks; likely breaks mods relying on base-game sounds
  • Heirloom Exchange format updated; actual values not changed but this will break mods that edit heirloom exchange
  • Quest Generation format updated; like heirloom exchange, no changes to the values but will break mods
  • Building layout updated with new offsets
  • Statue (town building), heirloom exchange, and upgrade offsets mildly adjusted
  • Blueprint layout/format updated
  • Heirloom exchange panel changed a bit; arrows moved around
  • Provision screen now has 7 columns of provisions (14 slots)
  • Quest select screen updated; this includes changed offsets, new art, and new offsets/art for the DD effects
  • Trinket layout adjusted
  • Town event panel adjusted for new currency cost possibility (used for CoM events)
  • More colors added, including “miasma,” colors for DLC mechanics like Heal over Time, districts, and CoM waves, colors for unique quirks (currently uses the same color as normal quirks but has an entry), and colors for the mailing list
  • Various fonts added for CoM content and mailing list
  • String added for buffs sourced from crits
  • Strings added for trinket effects and new buffs
  • DMG Taken tooltip added (formerly said “DMG”)
  • Stress Healed tooltip split into Stress Skills (Stress Healing Done) and Received
  • String edited for checking for quirks in camp
  • Enemy type names no longer in all-caps
  • Stunning Satchel renamed to Sickening Satchel
  • String added for new Collector skill (another Collect Call)
  • Many mild adjustments to various strings
  • Strings added for new roster sorting options
  • Tray tooltip for buffs updated
  • Heal over Time tooltips added
  • Barks added for accelerated stall
  • Strings added for unique quirks
  • Strings added for mailing list
  • Strings added for districts
  • Raid results screen updated for shards
  • Popup text updated for control and HoT effects
  • Various updates to raid/scripts related to shards and waves
  • Retreat/quest complete icons adjusted slightly
  • Houndmaster default name from Willam to Willam & Fergus
  • Old Road roster updated; name strings changed (still Reynauld and Dismas)
  • Buffs sheet updated with new Finale buffs and a number of new CRT/SPD buffs
  • Various Healing Done buffs switched to Healing Received
  • Disable Guard buff added
  • Affliction/Virtue updates for new modifiers (unused on existing ones, used for CoM)
  • Korean localizations added

Misc (Crimson Court)

  • Updates to all sound banks; likely breaks mods relying on base-game sounds
  • Several colors removed and moved to the base colors file (things like Heal over Time)
  • Steal Blight effect added; used for The Thirst
  • Bloodmoon rules updated to match base game ruleset changes
  • Popup text rules for HoTs and other such things moved to base files
  • Districts event moved to base game
  • Strings about districts moved to base game
  • String for Musketeer set added
  • String for Flagellant being healed by HoT added

Misc (Shieldbreaker)

  • Updates to all sound banks; likely breaks mods relying on base-game sounds
  • Various translation fixes

 

Comments 30

  1. You guys have really done a lot of work on updates… I can’t wait to try it!
    I’d love to buy a hard copy user’s manual for the game and can’t find one on the web.
    Always thought there should be a “Miracle Worker” in the graveyard to resurrect dead characters (at a high price of course… or after some quest items are obtained).

  2. Whad’youse think youse doin’ wit my man at arms? Youse been messin wit my new man? Youse better leave dis class alone. Youse better be revesin’ dat bellow nerf or I want my money back!
    Youse wanna argue with me!? Is that what you’ doin’? You dink youse can take me on!? I’m gonna flatten youse two into pancakes and turn youse into my new OP as hell class!

    (please dont sue me)

    1. I agree. Low point was flagellant and jester. I’m sick of them nerfing or making moves with limited uses. They are literally releasing an endless game-mode and they have characters whose moves can only be used a certain number of times or have permanent debuffs. The game feels less strategically flexible now. I can’t really use flagellant as a dedicated healer or Jester as even his role intended to now can i?

  3. Has the fact that when an afflicted target is healed to 0 stress the Afflition goes away been added to the Stress or Affliction tooltip? Or is it a designer choice for it not to be listed?

  4. “Dazzling Light

    Now usable in ranks 2, 3, and 4 (was 34)
    Base ACC from 80 to 90
    CRT from 0/0/1/2/2% to 5/6/7/8/9%

    Divine Grace

    Healing from 3-5/4-6/5-7/6-8/7-9 to 4-5/5-6/6-7/7-8/8-9 (+1 minimum healing)

    Divine Comfort

    Healing from 1-2/1-3/2-3/2-4/3-4 to 1-3/2-3/3-3/3-4/4-5”
    “Sacred Scroll no longer debuffs SPD, and now only debuffs Stun Chance by 10%”

    Vestal gets a huge buff, I joined her in circa 90% percent of my raids, now it will be 100% 🙂

  5. Wow thank you for making Abomination Playable with religious characters and making Arbalest Heal the 4th position! I’ll be sure to purchSe the dlc qhen it comes out. Cheers!

    Excited to play the new muskeeter class :p

  6. please, PLEASE bring back que previous hellion guild header, maybe was intentional for the heroe lore/personality and fits better the vision of the developers, but it was my favorite character and now to look at that ear expanded drag is disgunting for me in comparison and personaly don’t feel that match it in-game.
    Im begging for mercy, it was a simple detail that i had and loved and was sudenly taken from me and don’t affect game balance, maybe an option in the config? please
    thanks for all your work <3

  7. I am currently having the problem of not being able to do quest on older saves where the CoM DLC has not been activated. Just fyi…

  8. I don’t know what you were thinking with this patch but some part are ridicilous and make the game now UNFAIR. And note, darkest dungeon should not be unfair, it should be challenging and sometimes mean but make it unplayable unfair is taking it too far. The Crit rate of monsters are way too high now. I went into a shot medium difficulty dungeon and got 15 times critted in a row.
    Additionaly I don’t understand why you remove the mechanic of the abomination to not be paired with faithful allies, it was an interesting mechanic.
    And still the stealth mechanic is bad and remains bad. Having enemies stealth and almost no hero can reveal them, except the SHIELDBREAKER who is a DLC? Having high priority enemy stealthed and you can’t do anything is just gruesome and robs the fun, where is the strategy if you can’t suddenly attack half of the monster?
    I could go on, but in whole this patch does not balance where it was needed to and makes existing strategy dead.

  9. question
    the logic of heroes being uncomfortable with toying with a monster when [death is a constant risk] is sound enough. why cant we heal stress and damage using skills while outside of combat? if something prevents a hero from doing this, or they cant ‘really get into there healing’ or something, without that danger [maybe they are adrenaline junkies] then why are they uncomfortable with utilizing sound strategies to maintain themselves? EX man at arms. an experienced soldier would understand tactical utilization of moral.
    2nd: the limit on uses of redeem for the flagellant detracts from his viability in long fights, such as with the Heart Of The World.
    3rd: the ability of the arbalest to heal all rows instead of just the first 3 definitely makes things easier, but if tactical combat is the name of the game, i’d see re installing her ability to remove bleed or blight as an overall more engrossing and rewarding mechanic . she can as of now, remain in an ideal position and heal everyone.
    i got my ass handed to me by the miller….awesome boss.

  10. I have one lil’ question: how does the “life linked to…” work exactly? Damage to monsters linked to, for example, the Siren damages her? Is it the other way around? Thanks in advance (:

  11. I’ve played with the new updates and I must say that the dodge modifier is rather annoying. Even enemies with stat 20-25 seem to dodge half the hits. That makes the fights really really long, and thus damages done over several rounds (blight, bleed) have more impact. As a side effect, it also increases greatly the stress damage received (and I noticed that you nerfed the stress healing skills), making the game even more difficult from this point of view. I don’t know what are the chances of being afflicted rather than virtuous, but not 50/50, or I am very unlucky…
    By the way, the quirk “Fear of Beasts” has a display bug and shows []. That needs a fix 😉

  12. with the addition of so many new quirks, will you be adding a feature allowing us to de-lock positive quirks for our long time heroes? evasive cant really stack up to luminous, and with the cap to dodge ability their isn’t much use stacking them with our dodge characters.

  13. Damn… Dodge heroes got little bit nerfed. They are now even more inconsistent. Defence stat was dominating the whole game. Now it might become even larger problem

  14. Goodbye Flag… It was good while it lasted. You’ve just… changed so much, I don’t even know who you are anymore.

  15. I didn’t see it in the patch notes and it will be good to be updated – the battlefield medicine on the plague doctor is also a stalling ability.

  16. Question? Is there a chance that you can modify the Shieldbreaker trinket system? I like the Shieldbreaker and sometimes run two in a party. Yet, I have only one set of trinkets to work with. I do not have the same issue with any other character; I can acquire two full sets for each of them. I have no issue with gaining the trinkets via the nightmare. I’m just wondering if there is a way to get a second copy (excluding the set trinkets). Perhaps allow them to be quested for and or purchased just like the rest after acquiring them through the nightmare route? I know this is minor, but it would make my darkest dungeon a little brighter.

  17. Great game, and ginormous updates for it!
    Thanks a lot to everyone involved, can’t wait for this DLC to be released on Switch

  18. I would appreciate some dev commentary on some of these changes, namely Vestal Hand of Light dmg debuff removal. Was the debuff aspect of that spell deemed unhealthy for the game mechanics hence nerfed or was it the other way around. I personally miss the debuff very much and would love to see it back.

  19. Guys! We love this game and all, but maybe its time to consider this job done (I mean, we don’t really like to have to re-learn all of our characters strengths and weaknesses after a patch) and start working in a sequel? Or another great game? Just a tip. Eager to hear what your next title will be, and I’ll buy this new DLC on switch as soon as it is out. (but I’ll leave my current playthrough for later, when all dlcs are in, because of the above reason…)

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